Tiberian Sun
GDI Missions
GDI Mission No. 01:
Emergency transmissions from GDI forces in this region report that Nod troops have attacked the Phoenix base. It is essential to reinforce the base by building a Tiberium Refinery and a Barracks. Once the base is operational, eliminate all Nod forces in the area.
GDI Mission No. 02:
We have tracked down the Nod forces that attacked the Phoenix base. They are located in a small base in this sector. GDI Command Hub has ordered its destruction. However, we must first send ADAV transport craft to evacuate the large civilian population in the vicinity before the fighting intensifies. To ensure they can land safely, we must first destroy the seven SAM sites. Once the civilians have been evacuated, the Nod base can be destroyed.
GDI Mission No. 03a:
GDI forces in this sector have reported a strange, large-scale craft that is believed to have crashed in the vicinity. Whatever it may be, Nod appears to be taking a keen interest in it – and consequently, so are we. Locate the craft based on the reports and seize all Nod Tech Centers in the sector that may hold clues as to the exact nature of this craft.
GDI Mission No. 03b:
The Nod has set up a reserve base near a railway station. We can use the supply train to infiltrate the larger Nod base to the east. Destroy all Nod structures in the area, whilst avoiding patrols as much as possible. Once the area is secure, take control of the station and the train but DO NOT destroy them, as all our plans depend on them. Engineers and other reinforcements are available but in limited numbers – so avoid wasting them.
GDI Mission No. 04:
Whatever this craft may contain, it is clear that Nod does not want the GDI to get hold of it. Protect the UFO until GDI reinforcements arrive to secure the area.
GDI Mission No. 05a:
Destroy the three relay stations and all the radars to render Nod’s detection network inoperative. This will make it easier to free Tratos, as Nod will no longer be able to detect you as quickly.
GDI Mission No. 05b:
Nod is conducting experiments on surviving mutants at a facility in this sector. Among them is Tratos, the leader of the mutants. Use the Umagaan rapid response team to free him and EVACUATE him to the designated location. Then, engage with GDI forces and destroy the Nod base as well as the prison where the experiments are being carried out.
GDI Mission No. 06a:
The hydroelectric barrages in this area provide General Vega’s island fortress with virtually unlimited energy. Their destruction will severely cripple the base’s defensive perimeter and enable the GDI to bolster its offensive capabilities to increase the pressure on the base. The barrages are protected by substantial fortifications, so a head-on attack is not the best course of action. According to our intelligence, the best way to destroy the Barrages is to target the two control stations. Without them, the generators will be overcharged, causing the Barrages to self-destruct.
GDI Mission No. 06b:
Vega’s operational base is located in this area. It is heavily protected by SAM Upgrade batteries and is supported by an auxiliary Outpost. Destroy all Nod forces in the sector, except for the pyramid housing General Vega’s Command Hub. We will find information there that may be of use to us. You will have few troops at your disposal until the SAM Upgrades have been neutralised in one way or another other means.
GDI Mission No. 07:
The Hammerfest base has fallen into the hands of Nod forces. The firewalls prevent any direct approach, so another route must be found to retake the base. Useand the waterways to clear a path and retake the base. Once it is back in GDI hands, destroy all Nod forces in the area.
GDI Mission No. 08:
You must do everything in your power to prevent the train carrying the crystals from reaching the Nod base. Recent snowmelt in the region has seriously damaged the one and only railway bridge. However, Nod engineers are on their way to repair it. You must therefore act quickly. If you can intercept the train before the bridge is repaired, we’ll be able to recover the crystals without too much trouble. Otherwise, we’ll have to attack the Nod base to retrieve them. But be careful: to stop the train, destroy only the locomotive and not the carriages, as the crystals are in the goods carriage.
GDI Mission No. 09a:
Umagaan has asked for help to free her people, who are being held in a Nod prison. The prison is located on an island to the east. Nod has significant forces in the area, both in Outposts and in the neighbouring city. Our resources are limited and we cannot count on any reinforcements. It is therefore vital to avoid the patrols if we are to succeed. Umagaan already has a team on the ground – if you find them, they will be able to lend a hand. Fight your way to the prison and free the prisoners. Once the prison has been cleared, we’ll send a Transport to evacuate the prisoners. There may be ground-to-air missile batteries-to-air missile batteries in the vicinity. Ensure you clear the way for the Transport’s arrival.
GDI Mission No. 09b:
This chemical supply base provides significant quantities of Tiberium-based toxins for various Nod research programmes in the sector. Its destruction will halt further research and prevent Nod from sending reinforcements to other bases in the sector. Intelligence reportsfrom Intelligence advise you to exercise caution when near the tanks or storage areas containing the toxins, as they are highly corrosive and lethal to both personnel and vehicles.
GDI Mission No. 09c:
If the GDI’s next attack on the missile batteries is successful, the six Power Plants must be blown up. The power grid is well protected, but thanks to the train transporting them, the Demolition team and the mutants should be able to get past the entrance gate without being challenged by the guards. If Nod forces discover them and raise the alarm, destroy the Power Plants by any means necessary.
GDI Mission No. 09d:
Nod’s main Chemical Missile factory is located in this area. It is responsible for a large number of Tiberium poisonings in the region and for accelerating mutations in wildlife. Its destruction will prevent Nod from further poisoning the planet with Tiberium.
GDI Mission No. 10a:
Theone of the two possible locations of the prototype fabrication unit. Use the mutants to pinpoint the location of this fabrication unit. They must not be detected. If Nod suspects their presence in the area, they will camouflage the fabrication unit and deploy troops to. If the mutants manage to avoid detection by Nod troops for a short while, the base will assume the danger has passed and deactivate the Camouflage. Once the base has been located, the GDI will airdrop reinforcements.
GDI Mission No. 10b:
Another possible emplacement for the prototype production unit. Use the mutants to locate the Emplacement of this production unit. They must not be spotted. If Nod suspects their presence in the area, they will camouflage the production unit and deploy troops to destroy them. If the mutants manage to avoid detection by Nod troops for a short while, the base will assume the danger has passed and deactivate the Camouflage. Once the base has been located, the GDI will airdrop reinforcements.
GDI Mission No. 11:
WARNING: Kane is determined to destroy you. He knows that the Kodiak cannot take off during an ionic storm and has chosen this moment to attack. Protect the Kodiak until the storm subsides. Expect the storm to cause interference, leading to malfunctions in some equipment.
GDI Mission No. 12:
Intelligence from Cairo suggests that Kane is set to launch his doomsday missile within the next few hours. You must stop him whilst there is still time by destroying the Pyramid Temple. It is the only solution.
Nod Missions
Nod Mission No. 01:
Hassan is determined to stop you at all costs. He has pursued us to a small base near his HQ. We must repel him and build a Tiberium Refinery to give us the means to fight back.
Nod Mission No. 02:
Hassan is spreading his propaganda amongst the members of the Brotherhood of Nod using a nearby TV transmitter. Given the unrest currently gripping the Brotherhood of Nod,may be time to isolate Hassan from his supporters. Seize the transmitter and those who once supported the peaceful technology deployed by Kane will return to the fold. As for Hassan’s pathetic guards, spare none of them.
Nod Mission No. 03b:
It appears that a Commander, formerly an ally of Hassan, is being held prisoner in this region. Free him and his men so that they may join our cause and help us capture Hassan. This Commander may have vital information regarding Hassan’s movements.
Nod Mission No. 03a:
We have tracked down Hassan the Infidel in the Cairo region. Build a base and eliminate this so-called pharaoh who is coveting Kane’s throne.
Nod Mission No. 04b:
The destruction of this weak GDI position will allow us to retake our temple in Sarajevo without delay. Move under the cover ofan ionic storm whilst GDI communications are down. Destroy the radar station before the storm subsides.
Nod Mission No. 04a:
The GDI has seized the sacred ground on which the temple stands. Your objective is simple. Locate the temple and repel this GDI incursion. They do not expect to encounter Nod forces, so the element of surprise will be total. The temple and the knowledge it holds must remain intact. One vision, serving one goal!
Nod Mission No. 05:
The UFO is somewhere in this region. FIND IT! The area is swarming with GDI troops. So it’s best to stay out of sight. Once you’ve located the UFO, send an Engineer on board to retrieve the Tacitus. And if you come across Vega’s troops, consider them expendable.
Nod Mission No. 06b:
You must reach the medical colony in the area without being detected by the GDI and trigger an evacuation of the base. To do this, start by taking out the three sentry towers guarding the base. Our new Artillery unit should be sufficient for this. Once inside the base, capturing the mutant should pose no problem. Alternatively, the mutant may attempt to reach the underground station in New Detroit. Go there and take control of the station before she arrives. If she manages to board the train, you’ll have to stop her. This may well be our last chance to capture this aberration of nature.
Nod Mission No. 06a:
Control over the mutants is within our grasp. Their HQ is located north of your drop zone. You’ll find the units you need to implicate the GDI in this treachery by seizing the remainder of the GDI base, which you’ll attack first. Ensure that the Brotherhood’s name is no longer dragged through the mud by placing all the blame on General Solomon.
Nod Mission No. 07b:
Nod forces have recently been driven out of this sector. However, our spies have informed us that GDI troops have not yet destroyed our biotoxin production facility. The Cyborg Commando and his team should be able to infiltrate the GDI’s main lines and retrieve the two tankers filled with biotoxins, provided they act quickly.
Nod Mission No. 07a:
The research complex in this sector must be destroyed before GDI Seakers perfect their Tiberium reduction technique. If Nod forces are to establish a base in the sector, the GDI patrols must first be eliminated. Mutants can prove to be very useful allies in this situation.
Nod Mission No. 08:
The Cyborg Commando has been sent to your rescue. Once you’re free, join your rescuers to the south. Use them to locate and free Oxanna. She will soon be transferred to the GDI’s main base, and we must retrieve her before then if we are to stand any chance of success. Once she is free, seize a GDI Transport to make a clean getaway.
Nod Mission No. 09b:
The road running through this sector is a vital supply route for us. If we establish a stronghold there and build a Tiberium waste reprocessing plant, Nod will be able to launch Chemical Missiles from this region. The GDI base in this sector has no defences against missiles, and you will have plenty of opportunity to destroy it once the waste convoys begin to arrive.
Nod Mission No. 09a:
The Nod base in this sector has been overrun by Tiberian lifeforms. Herbicides have proved effective against these creatures, but reinforcements must be sent urgently before the base is completely destroyed. Once the situation has stabilised, the GDI base in the sector must be eliminated.
Nod Mission No. 10:
The GDI is preparing to test the prototype of its new weapon, the Mammoth Tank Series II. It is essential that we stop the production of this monster as quickly as possible. But to do that, we first need to find out where the tests are going to take place. Send a Chameleon Spy into one of their radar stations. There, they should find the coordinates of their test centre. But watch out for the troops patrolling the area. We only have one spy. Once the test site has been located, build a base and destroy the prototype. You now have the new version of the Banshee at your disposal, and this aircraft should prove very useful to you. Destroying the rest of the GDI base is up to you, but your TOP PRIORITY is the Mammoth.
Nod Mission No. 11:
Cdr. McNeil, the brother of one of the GDI Commanders, is due to carry out an inspection at a small GDI outpost in this sector. What he knows about the GDI’s activities could be of great benefit to the Nod cause. Seize the outpost with a team of Engineers and make it look like a GDI base whilst awaiting Cdr. McNeil’s arrival. On the signal, servesome Toxin Soldiers to ‘encourage’ him to join Nod. Once he is under our control, EVACUATE HIM to the designated location. Above all, do not let the GDI spot you until we are ready to strike. If they detect our presence, they will certainly try to evacuate Cdr. McNeil. In that case, do everything you can to capture him before he can leave the area.
Nod Mission No. 12b:
The GDI stores the firing codes for its ion cannon in three separate Communications Centers. These centers are tucked away in the middle of a valley and offer little protection. We do not have the resources to launch a large-scale attack. However, an infiltration team led by a Chameleon Spy stands a good chance of success. Once the spy is in possession of the codes, he must be evacuated safely.
Nod Mission No. 12a:
For our ICBMs to destroy the Philadelphia station, they must carry out a triangular attack. Our spies have placed beacons at the optimal firing positions. Once the launchers are in place, the station’s fate will be sealed and the Temple of Nod can be built. But we must act quickly; if the station manages to complete three orbits, it will detect our position and all our plans will be ruined.
